Lightbringer

Page last updated 17th of October, 2024.

Lightbringer is a tier 7 heavy Hybrid nation heavy tank. It features a gun with a great combination of alpha damage, DPM, and accuracy. The tank also features good general mobility, though limited top speed and weak hull armour.

The special feature of the Lightbringer is its extremely high shell velocity.

  1. Armour
  2. Gun
  3. Mobility
  4. Special feature
  5. Equipment, provisions, & consumables
  6. Gameplay advice
  7. Tank gameplay:
  8. Overall
  9. Is it worth getting?
  10. Most recently sold for:
  11. Camo cost:

Armour

(The Lightbringer in the images is using Improved Assembly)

Drag slider right -> to view 180mm AP
Drag slider <- left to view 220mm APCR

When flat and facing head-on:
Upper plate center area 230-300mm+
Upper hull front area 170-180mm
Lower plate 140-165mm

Turret cheeks 185-225mm
Angled area under turret cheeks 260mm
Angled turret roof 300mm+ auto-ricochet
Turret roof weakpoint 210mm

Side armour:
Lightbringer’s side armour is 74mm, which is decent for sidescraping against same-tier enemies, but not against tier 8 tanks.

Tank size:
The Lightbringer is one of the smallest heavy tanks in the game, and the smallest in tier 7. This makes its armour harder to deal with, since enemies need better accuracy to be able to hit the tank/its weakpoints.

Below you can see the height difference compare to the Tiger I.


Armour vs tier 6:
Against tier 6 enemies, the Lightbringer has quite troll hull armour. It can bounce quite often if enemies aim poorly or just have poor accuracy.

The hull has many weakpoints around that strong center upper plater, so any tier 6 tank can still easily penetrate the armour if they just hit the right area.

Facing the low penetration of tier 6, the turret armour is impenetrable to standard ammo. Most enemies can penetrate it with premium ammo, but the weakpoints are quite small and hard to hit.

Armour vs tier 7:
Against tier 7, the Lightbringer’s hull is extremely weak. The increased penetration of tier 7 tanks means its much easier for enemies to penetrate without needing to aim much. There are still some bouncy areas, but generally the hull is easily penetrated.

The turret is quite strong for tier 7, its able to bounce most standard ammo off its front. Higher penetration enemies (TDs or tanks like T29/Tiger I) will be able to penetrate right next to the gun where the armour is flat, but all other enemies will need premium ammo to penetrate. 
(Also note that the size of the tank helps with enemies missing their shots or hitting red areas.)

Armour vs tier 8:
Against tier 8 enemies, the Lightbringer has terrible armour, it won’t bounce in almost any situation. The hull is almost completely penetrable, with only a very small part of the center armour plate being red.

The turret cheeks are very easily penetrable, with only the angled areas above/below it being strong enough to bounce. The turret will occasionally bounce just due to enemies missing the weakpoint, but its still not reliable armour.

Gun

The Lightbringer mounts a 92mm gun.

-Alpha damage is 270 on AP, 230 on HEAT, and 340 on HE
-It has a 7.3s reload, giving it 2216 DPM.
-Penetration on AP is 170mm, HEAT is 220mm, and HE is 48mm.
Estimated aim time is 3.7/3.9s
Base aim time is 2.55s, but it can get down to 1.96s.
-Dispersion is 0.317/0.269
Gun handling is 0.18/0.16/0.08, or 0.16/0.14/0.07 with Vertical Stabilizer.
-Gun depression is -6 degrees.

Overall this tank has a great gun. It has a nice mid-level of alpha damage which is very comfortable, its damage is much nicer than guns with 220-225 damage, but it doesn’t have the low DPM/long reload of guns with 300-310 alpha damage. The gun handling is great for a heavy tank, and the accuracy of 0.317 is one of the best at tier 7, especially for 270 alpha.

Aim time is quite mediocre, but its compensated for by the great accuracy/handling, and insane shell velocity. Penetration is below average, but nothing terrible by tier 7 standards.

Mobility

-Top speed is 33km/h forwards, and -11km/h in reverse.
-Traverse speed is 35.3 deg/s on hard terrain, and 27.2 deg/s on medium terrain.
-In game acceleration rate is shown as 16.6 hp/t, it has a strong 1392 horsepower engine for its 84 ton weight.
-Actual acceleration rate is 16.6 hp/t on hard terrain, and 12.8 hp/t on medium terrain.
Terrain resistances are 1/1.3/1.5

The overall mobility of the Lightbringer is good, the overall speed is below average. Top forward speed is slightly less than most heavies, and reverse speed is very poor, the slowest in tier 7. Acceleration is good on both terrain types, and traverse speed is fairly average. You can feel in battle that this tank is able to easily accelerate to its top speed and maintain it due to its strong engine.

Turret traverse speed is quite slow at 21.87 degrees/s, which combined with the slow reverse speed, can make the tank quite prone to being circled.

Special feature

As a typical Halloween tank tradition, the Lightbringer has a special trait, which is extremely high shell velocity.

AP has 2000m/s, HEAT has 1600m/s, and HE has 1200m/s.

To put into perspective how high this is, the average shell velocity (on standard ammo) of all other 35 tier 7 heavy tanks is 892.4m/s, so the Lightbringer has more than double the average shell velocity, and the highest base shell velocity in the whole game.

This special trait isn’t actually too useful, as this is a heavy tank and generally is fairly close to its targets; however it is extremely useful when you do need to take a long range shot.

Equipment, provisions, & consumables

The Lightbringer has no special consumables or provisions.

Gun Rammer/Calibrated Shells:
Both of these can work well.

You can use calibrated shells as the DPM of the Lightbringer is already above-average for its level of alpha damage, and its penetration is nothing impressive. Also as this tank has an AP/HEAT/HE ammo loadout, it benefits from calibrated shells a fair bit.
Calibrated shells would increase the penetration on AP from 170mm to 184mm, HEAT from 220mm to 249mm, and HE from 48mm to 52mm.

Gun rammer is great for harnessing the DPM of the tank and really making it quite impressive, the 270 alpha combined with a fairly fast reload makes the Lightbringer very versatile with how it can use its gun against different enemies.
Gun rammer would increase DPM from 2105 up to 2216, and improve reload time from 7.7s down to 7.3s.

Improved Control:
Due to the Lightbringer having great acceleration rate, it doesn’t need engine accelerator.

Its far more effective to improve hull traverse speed, as its nothing impressive on this tank, and as it is essential to help the tank turn when its being circled by enemies. The slow turret traverse and reverse speed make it awkward for this tank to maneuver, hence why improving hull traverse speed is very useful.

Improved control would increase traverse speed from 35.3 deg/s to 37.5 deg/s on hard terrain, and from 27.2 degrees/s to 28.7 degrees/s on medium terrain.

Improved Assembly:
Due to having bad hull armour and quite a good turret, Enhanced armour isn’t worth using.
If you play this tank hulldown in every single battle, then enhanced armour is definitely worth using to make the turret stronger, however if you aren’t doing this, then improved assembly is definitely better.

Improved assembly will be useful to the Lightbringer in all scenarios (not just when its hulldown), which is why its generally the better option on this tank. Improved assembly would to increase the HP from 1450 base up to 1508.

Vertical Stabilizer/Refined Gun:
Both of these work well on this tank, as it has both good gun handling and great accuracy.

Due to already having one of the best dispersions in tier 7 (0.317), vertical stabilizer is a better choice on this tank. Out of the 3 accuracy stats on this tank, the dispersion is by far the most outstanding stat, meanwhile aim time is quite slow, and gun handling, while good, isn’t as good as the dispersion.

To have better aim time and gun consistency, vertical stabilizer will be better, as it helps the gun to remain more accurate when moving and aim in slightly quicker.

If you want to min-max and just have amazing dispersion, then refined gun will also work well as it improves accuracy in all situations, it just aims in slightly slower.

Gameplay advice

The Lightbringer plays the role of a hulldown heavy, as its armour only works in hulldown.

General gameplay:
The Lightbringer generally works best when played on the heavy flank, however you can take it to the medium flank.

When fighting against mediums, you have to be wary of your slower speed and weakness to being circled. Due to good acceleration, you can keep a good average speed, but will be slowed down by the 33km top speed, making you lag behind allies.
When you reach the frontline, you can easily hold positions hulldown as tier 7 mediums generally have poor penetration, meaning your turret armour will be reliable. The Lightbringer’s DPM is also quite competitive against mediums, and the quick reload with relatively high 270 alpha damage make it easy to trade damage with mediums.

When going to the heavy flank, avoid exposing the hull. If you want to use armour at all, always go hulldown and only expose the turret. Generally try to avoid using positions which require gun depression, as the Lightbringer only has a meagre -6 degrees.

For damage trading, if you face an enemy with higher alpha damage than you (310-400 damage or higher), always try to shoot them twice for every time they shoot you. The fastest reloading gun with 310 alpha for a tier 7 heavy is 8.5s, which allows you to easily shoot them 2 times before they can shoot back.

If you face an enemy with lower alpha damage, then do the opposite, try to avoid them for as long as possible, since usually these enemies will try to shoot you twice before you reload. If you trade one-for-one with these enemies, you will always deal more damage (for example if a Tiger 1 trades one-for-one with you, 2 shots from the Tiger is 440 damage, 2 shots from the Lightbringer is 540 damage).

Go hulldown:
Due to having unreliable hull armour, the only way you can really use the tank’s armour reliably is by hiding the hull with a hulldown position.

Generally try to use flatter areas of the map, as the Lightbringer has poor gun depression and a low profile, which can make using gun depression positions a bit challenging.

The small profile of this tank makes it very easy to use in almost any area of the map, since the profile is so low and the hull is so small that you can hide behind almost any cover. The small size also means its harder for enemies to hit your weakpoints, as your armour profile is just smaller in their aiming reticle.

Don’t rely on hull armour:
The only armour of the Lightbringer is on its turret, it has a central armour plate on its hull which is strong, but all other areas of its frontal armour are weak.

When playing the tank, don’t expect to bounce any damage if the hull is exposed. Don’t play the tank in a way that relies on its hull armour, play it like you expect to always get penetrated on the hull front.

You will perform much better if you don’t expect to bounce damage than if you do, since you account for the tank’s weakness in its gameplay.

Close distance to your enemies:
If you are caught in a brawl and don’t have any cover to use, close the distance between you and the enemy. Don’t stay back and try to reverse away, rush forward to facehug or sidehug them.

The reason you do this is because the hull has no armour at all, by staying back from the enemy gun, you allow them to easily aim at your hull and use their gun depression to aim down and avoid your turret armour.

Pushing forward forces enemies to shoot your turret, which has much more armour, and the weakpoints are much narrower which makes them harder to aim for. On top of this, the small size of the Lightbringer means that essentially no enemy will be able to aim down far enough to hit your hull, forcing enemies to aim at the turret only.

While facehugging works, its better to sidehug enemies, since it allows you to move your tank while still damaging the enemy (also, enemy side armour is weaker than the front, so this is better especially against heavily armoured tanks). Sidehugging will let you move forward and back, which stops the enemy from easily aiming on a turret weakpoint (which they can do if you just fachug them from the front).

This does cause enemies to bounce off much more, so its better to push your armour in the face of the enemy.

Turret traverse:
The turret traverse speed of this tank is quite slow, at 21.87 degrees/s. This makes it quite awkward to aim quickly on faster enemies, or just to respond to a situation, such as turning your turret to get a bounce, or just aiming at a newly spotted enemy.

Try to account for this in gameplay, since the turret is noticeably slower than on many other heavy tanks.

Sidescrape:
Sidescraping works well against same tier and lower tier enemy tanks, as the Lightbringer has 74mm sides, with a 7mm sideskirt covering part of the sides.

As shown below (facing 180mm AP penetration), this will easily bounce standard ammo from same tier enemies, even when shooting the drive wheel.

It won’t bounce tier 8 enemies, due to tier 8s having much better penetration than tier 7 tanks, and often due to higher caliber guns. Tier 7 tanks with premium APCR ammo will also be able to penetrate the tracks of the Lightbringer when its sidescraping.


Overall the Lightbringer is a heavy tank based on its gun use rather than armour or mobility. The gun is versatile and has good capabilities whether you face mediums or heavies. The armour is only good when the hull is hidden, so don’t rely on hull armour during gameplay, and try to only expose your turret. While you have great acceleration, be wary of a limited top speed when going with mediums, and poor reverse speed for reversing into cover.

Tank gameplay:

(To come soon)

Overall

Armour – 4/10
Gun – 7/10
Mobility – 6/10
Speed – 4/10

Lightbringer is overall a decent tank.

Armour is mediocre for a heavy, with weak frontal hull. Sides are decent, and turret is decent. HE protection is good, HESH protection is average.
Gun
has great DPM, good alpha damage of 270, great gun handling & accuracy, but poor -6 gun depression, mediocre aim time, and just average penetration.
Mobility is good, with good acceleration & decent traverse speed both terrain types. Reverse speed is poor at -11km/h, turret traverse speed is quite slow.
Speed is below average at 33km/h.

Is it worth getting?

Lightbringer isn’t worth getting for most players. It doesn’t offer any notable advantage or strong trait in battle, and its gameplay isn’t anything super special. While it has super high shell velocity and great accuracy-related gun stats, these aren’t big enough advantages to outweigh the weak hull armour and mediocre top speed.

The Lightbringer is worth 4,000 gold. Its a decent tank but nothing too special. While it has some advantages, its missing a major important aspect for a heavy tank, which is its hull armour.

Most recently sold for:

Halloween event release – October 2024

Camo cost:

Lightbringer’s camouflage is permanent and cannot be adjusted.

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